The Adverse of the Gods and Men (NO SV, You are gonna build a Civilization on a Deathworld, and you are going to like it!)

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The Gods of Remant, the Two Brothers just killed Human Civilization.

One Evolutionary cycle, Four Shiny relics of Doom that can kill us all and a Half insane lonely Grimm human...here we are.

This is uncomfortable and Grimm are everywhere.

And its your Job to make sure we survive long enough to go down in flames together, because lets be honest...

We are probably doomed.
Introduction and Era Select
Location
California,USA
Introduction and Era Selection

The World of Remnant is Old...Far older than Man or Faunus. It has seen the Wrath of Gods, the Joy of Magic and the Terror of Grimm…

It has long struggled and long endured to create a feeling of safety and security against the Darkness and the Fear that It brings.

In its long history it has long been accepted that the Four Kingdoms that have long stood in this world, with their power and influence, were the only ones that existed in the long era of Man's existence.

While it is true that the Four Kingdoms are important, they are the only ones to have survived to the Modern Era.

In the Thousands of Years of Civilization...Kingdoms have risen and fallen by the whims of the World and the ones who live in it.

But one must Remember...no matter how bad the night may be Day shall come again!!

Now...let us tell the story of the Kingdom that rises and falls at the whims of time.


But first as we look into the Hourglass of the Eras what do we see?:

[]The Era of the Wandering Tribes:In the beginning Man born from dust.. Was strong, wise and resourceful, pushed into an unforgiving world by the uncaring drive of evolution and the Gods who have abandoned them. Drive forward into this brave new world, as the Grimm tide comes, man and Faunus must rise to meet it or be cast back into the void from whence they came. This is an Era where the Strong live and Die...as the laws of Nature work to cast them into oblivion once again. Build your tribe, unite your people and claw your way back from the oblivion that you hang above. (3000 BGW)

Pros:

Build a Fully Customizable Race/Tribe that will adapt, change and survive in this great and terrifying world of Remnant.

A God of your Own Making: Make a god/religion that won't kill you for the spite of a single woman getting immortality, build it, watch it grow and maybe just maybe, let it become the god worth worshiping.

An Era of Possibility: Anything that you think should be in the Backstory, be it ancestors of Characters to traditions of cool things, it can and will be done.

An Era without Strings: Salem lives in Isolation and kills people that try to find her, Ozma is still dead and the Gods that made this world routinely let the world be...this means all you have to worry about is...other people...

A Time of Hard Men, to Make Good Times:You get special snowflake options when building your tribe that will uniquely benefit your situation and give you an advantage over the other tribes.

Cons:

No Civilization: You and your Tribe are all you have, you have to deal with other tribes that want to kill you, absorb your people, peddle their shitty religion, and kill you for your women and daughters...and take your shit.

No Warriors of the Soul: AKA No Huntsman, they are not around, Aura kinda exists as a rare and frankly ridiculous thing few people can honestly use, also Semblances don't exist as most of these people don't live long enough to discover them.

The Grimm Rule All: The Grimm rule the World, that's a fact of life here, it's a herculean effort for people to stay together and not die long enough to reproduce and that in itself is a miracle that is. Most people don't live past 30, and if by some miracle you make it to old age, you are considered a great man, just for living that long.

The Bane of Mankind: Unfortunately your blessings come at a cost. A very grave cost.

[]The End of the Living Gods: With the Battle of the Citadel of Remembrance, the Kingdom of the two living gods has fallen into darkness (It only lasted 15 years, a new record for large human settlements). And their people have fallen, but they did leave knowledge and the means to use it, best to take it before others steal it as well. This is the End of an Era, the brief honeymoon afforded by the living gods and their gifts are now over, now it is time to awaken from this dream and build a tomorrow that may be taken away.(2800 BGW)

Pros:

Fall of the Living Gods:The End of the Living God's empire brings opportunity, opportunity that is a once in a LIFETIME, nay once in a CREATION opportunity to unite the Tribes of Man once again!!

It's Free Farm Land:You now have agriculture that can sustain larger populations and people to use.

The Cities of Mankind: City States are popping up all over the place, and you are possibly able to use them for your advantage.

Cons:

The Dark Women of the North: Salem the Lady of Darkness, has become a scorn to man and acts openly against Mankind after killing Ozma, she also acts openly coming as a supposed...say "Morally Grey" advisor...that can and will eventually lead your people to ruin if your not careful...or if you piss her off, or if she's bored...or tired of you.

All Darkness, No Light: Salem acts with impunity, cities and tribes are all at her tender mercies, because Ozma is living as a drunk somewhere and essentially abandoned Mankind to its fate to Salem's playthings forever. Thanks Ozma...

City Walls and Secrets: With the Rise of Cities and City States it has become obvious that one of the greatest dangers Man faces, comes from within, and certain individuals want to take what they can't have...and that sucks for your entire Civ...got to deal with that.

[]The Children of the First Empire:The City of Mantle has been formed from Exiles from the Mistral Empire, who have subjugated the last of the city-states on the continent. Now they are looking to secure resources and grow. It is also the Era of the first great cities, the beginning of Recorded history and the Era of the First civilizations that rose to stand the test of time.(2200 BGW)

Pros:

Empire RISING:The Rise of the Mistral Empire and its technological, cultural and Civic advances are the backbone of the Future of Remnant and they are a RISING power, entering their stride as a superpower nation, and in their eyes, only nation.

Trade, Trade, and Spices: You have figured out the Importance of Trade as a long term viable strategy in the economic importance of the survival of your culture. Also, you know what money is

The Mistral Empire: The First Empire of Remnant, a benevolent imperial state formed out of the Great city of Mistral, and want to bring law, order and peace to a frankly terrible places to live, did we mention they have the first Huntsmen Orders that are state-sponsored.

Cons:

The Mistral Empire: If you arn't the remnant equivalent of a Romaboo/Chinaboo, the Mistral empire is imperialism driven, culture destroying and Faunus Hating (Making them slaves or second class citizens) state, who are in their own Ego so hard it might make Salem Jealous.

Mantle Raiders: Mantle got its military tradition somewhere, mostly from stealing from Mantle, but they also stole...from everyone, even you.

Where in the World is Ozma!!:Ozpin is operating, and he's not very good at running a shadow conspiracy, at all, and normally makes things worse if he is operating in your kingdom. Keep that in mind he's nothing more than a madman at this point.

An Open Shadow:You remember Salem right? Well she's operating Openly...well under a glamor that makes her look normal, but still openly. And she's adding to her Kingdom/ states bodycount as a hobby of hers.

[]In the Shadow of the Vale: Vacuo's Oasis gives the tribes a symbol of unity and abundance. In the highlands of the North-East near the island of Vytal, A group of Refugees forms the first settlements on a mountainous valley by the sea. This is the beginning of the Kingdom of Vale...The last of the Kingdoms to form in this World, as it grows into the mighty Kingdom that well, we know of its greatness. (900 BGW)

Pros:

Era of Foundation: All the Modern kingdoms exist in some form, and that means things you can work with them. Or none of them...or kill them.

The End of an Empire: The Mistral Empire is dead...that means its Free REAL ESTATE!! You have the death of an Empire, overseas holdings to steal, trade to plunder, and watch as Bandits, warlords and former bureaucrats leave the Jewel of the continent a rump state changing hands like a ball in a game, that means you can be the Superpower NOW!

A Wizard's Wisdom: So Ozpin figured out how that whole fighting from the shadows works. Now he might help you when he incarnates.

Cons:

The End of An Empire:Its the Fall of Rome in Remnant, it's going to take a long time to recover from this shit, and well, like IRL, its going to be long and hard.

Working in the Dark: What's this Traitors to Mankind!! Working for the Dark Woman HERETIC PURGE THEM!!

An Open Shadow:You remember Salem right? Well she helped cause the fall of Misteral, and is looking to keep the Chaos going for as long as possible!! This is just a party to her.

[]The Foundations of Eternity:The Four Kingdoms exist in a state of Flux, small wars over resources and territory and Trade. Anything changes...everything is permitted. The Grimm are Numerous but the Armies of Man and Faunus are strong, willing to stand and fight for the future. It is an era of industry, of enlightenment and of progress, that will give and give until the Greed of Men rears it ugly head. (400 BGW)

Pros:

A Familiar World: All Four Kingdoms are more or less able to survive what the world has to throw at them, and are pretty strong given the situation at large.

The Beginning of an Enlightened Age: Its the Enlightenment time to Profit off the ideas, sciences and other such things we have to make for a prosperous society.

Industrial Revolution:What's that!! Why that's the Siren call for industrialization long coming, we can make goods now at cheaper prices and more stuff.

Cons:

Resource Wars: What I have to pay for dust...SCREW YOU *Loads gun* Sometimes, you don't get what you want...and that means that the only option is to take it by force, and kill anyone that gets in your way...like a good industrial power.

Oligarchs industrial and Noble: Nobility want more power, Industrialists want more power, I just want a functioning state damnit!! Now I have to keep these idiots in line!!

Complicated Situations: Between, political ideologies rising, the whole Unions problem and the geopolitical powers that be growing ever stronger...you have no idea what is going on.

[]The Night of Ten Thousand Tears: The Great War has begun, the Status quo of the last hundred or so years has ended, chaos reigns, the Grimm attack armies and citizens alike.It is a War the Likes of which the world has never seen. (Year 0 The Great War Begins)

Pros:

The Great War:The Largest and most devastating War in Human history...that's terrible, It's also terribly great as an opportunity to get your nation on the front page, kick ass and take shit via right of conquest and make a name for a possible powerful nation, who knows maybe you'll out do Vale.

Shaping the New Age: If you win, the world is yours to shape, if you lose...well try not to lose, that would suck for everyone in your Civ.

Opportunity Abound: Chaos is a ladder, and your ass is going to climb it and you want to climb the ladder tight? Too bad it's kill or be killed bro...

Cons:

In a Crosshair: Everyone is at war with everyone and that is a problem with a World War on a death world. You are a target.

Unstable: Grimm attacking durning a war...yeah that can't be healthy for anyone, least of all the guys in power.

Armies Abound: Oh Shit that armies getting closer...better make that other army fight it, oh god there's the third one!! Yeah with armies everywhere...its a mess to keep track of.

[]The Era of Peace:The War is over...now it is time to rebuild. A Decade has passed since the War, and the Foundations for this new age are not fully set in stone. Take the Future with your own hands.It is yours to take. (10 AGW)

Pros:

A Settling Foundation: Its as close to Canon as you can get with some freedom, Nick Schnee is building his empire.

Support Network: You got the Kingdoms on call to help your weak ass and thats great you can get help for once.

Cons:

A Settling Foundation: You can't all the cool shit from the first option, and can't shape the world in your image, as well things are pretty set all things considered.

A World of a King's Making: Your at the Beck and Call of the former King of Vale, that's kinda

[]The Modern Era:It is a New Age...a better age, man is united and In the Longest Era of Peace to have ever been recorded, try not to break it. (70 AGW)

Pros:

A Set Stage:Things are familiar, set and in some ways comforting, the world is just right after all this chaos.

Canon Nudges: You can't do much on a grand scale anymore, but small simple acts of improving life is something you can do.

Cons:

A Set Stage: Can't change the world without killing alot of people, just don't try...Ozpin will be upset.

Salem's Masterstroke: Yeah...thats coming, and you might wanna prepare for that.

AN: Are you tired of the same old 10 years before Rwby Canon quests? Are you tired of derailing canon close to the show.

Are you tired of Poor worldbuilding and lack of decent lore episodes that are only 5 minutes long.

Well stop it, we're getting into the rise of Human Civilization on Remnent (Again but we don't know that.)
 
Civ Stats
Adverse Tribe

Nation Status : City State

Nation Status:Strangers -> Family -> Clan-> Tribe-> City-> City State-> Kingdom/Republic->Nation->Great Power-> Superpower.

Population: 5,000

Military: 3,000 Veterans.

High Cheif: Lord Estel the 2nd

Buffs/Debuffs:

The Kinstrife: You have lost much in the coming years and will lose more in the decades to come, all due to treachery and despair. (Lost 3/4 s of your population, unless you reconsolidate your tribe will disintegrate.)

Shepherd of Man: Your people are the self-appointed Protectors of All of Mankind, to bear this burden is a difficult responsibility...one that will be challenged and not taken lightly by those (+1 to all actions, Gain special Actions when Ozma reincarnates +5 to certain rolls involving Ozma. Salem will now target your people for there power if she ever realizes what you've done)

The Evertide of Darkness:The GRIMM ARE COMING OH GOD WE ARE GOING TO DIE!! (+20 To Grimm invasion rolls)

The Hall of the Mountain King: Built in an age long since passed into legend,the Mountain Hall is one of the oldest standing structures on Remnant, carved from a small mountain chain near the coast, still standing after the end of Man's first incarnation it is one of the greatest wonders to ever exist. (+10 to Learning and Stewardship rolls, Gives access to the ??? Technology and unlocks masonry by default.)

Your Tribe gain the Trait "Slayer of Ancalagon" :You are the Tribe that slayed the Great Dragon Grimm, and in doing so giving rise to Early Mankind's development in civilization. (+10 Grimm killing Rolls when needed. ??? when encountering other people)
 
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Religion and Huntsman order
Religion and Huntsman Order, and other stuff.

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Religion: The Sanctuary Fate

Protection, Life, Bonds( Gives +10 to Defence, Grimm and War defence and Diplomacy)'

Holden: Loyalty, Dogs, Hope (Gain Chance to gain Huntsman Dogs when an Order is founded, Gives Reroll on a Failed Grimm defence Roll)
 
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Character Creation 1: The Birth of a Tribe
Character Creation 1: The Birth of a Tribe

How long have we lived in a World of Darkness, a world of shade and a world of agony.

We have lived and died following the herds, the fish in season, the birds.

We are a kind that has never known peace, only the struggle and the shadow of death.

Ruination falls upon us and the Grimm are innumerable. We are not…

We will go quietly as all the Tribes of the Past have.


NO...WE WILL NOT FALL AGAINST THE NIGHT!!

WE WILL NOT LET THE CRUEL CREATORS OF THIS WORLD HAVE US OR CONTROL US!! WE WILL SEE THE DAWN AGAIN!!


And with those words your tribe was born again, a stronger entity than before.

And hope for the first time was kindled and held aloft for all of Man to see.

It was not without struggle that you came from your former homeland to?:

[]A Small valley between two mountains near a river on the South Eastern side of the Continent (South Eastern Sanus)

[] A place between the coast and the mountains, a lush valley filled with life and game, and the mountains covered the eastern edges, it should be easy to find a river. (Western Sanus)

[] A dry mountain by the sea, A dry harsh environment that is harsh on the life that lives there a dedicated folly for all but the strongest (Eastern Anima)

[]An Island, A temperate place, filled with some game and suitable land. (South western Anima, the Crescent Island.)

[]The Ice Desert of the Northwestern contiant, Life is cruel here and we must be crueler than Life (Solitas)

[]The Nest of the Dark Lands, a Fertile Region between two vastly different places on the same contiant, it was still, as if something terrifying existed just beyond the mountains. (The Dark Continent)

[]The Mouth of the Dragon, The harbor in the Mouth of the Great Dragon, it was a damned and desolate place filled with unease and evil,as if a great tragedy had unfurled here so long ago. (The Northern edge of the Dark continent.)

Now that you have reached relative safety, what is the Name of your Tribe and the people that inhabit it?:

[]Write in the Name of your Tribe.

Who is a part of your tribe who makes up the children of it?:
(What race is your Tribe)

[]Humans

[]Faunus

[]A Mix of Both

Now..onto the Important issues of Boons and Curses:

(Note you must choose one boon and one curse, for every boon there must be a curse along with it, these will build your people and tribes foundation myth and explain a lot actually)

Boons:

[]The Light of the Stars: The Starlight of the Heavens has always been your guide above, sometimes when the tribe sleeps they hear laughter and whispers of a better age, and a possibility of what could be. (Start with 2 Sage/Piety AP as you get some help from friendly ghosts that want to help you for a time)

[]Children of the Broken Moon: When the Tribe was born it survived a great storm of stars in the valley of its creation, the star metal made the first weapons in Man's arsenal, you used them to fight the Grimm in the Battle of the Orange Meadows when Man finally told the Grimm that Extinction was no longer going to just happen in this day, they will fight long and forever against it. (You start with Iron weapons and the ability to make iron weapons from meteors and other exotic space metals. And yes, you use iron when some people still use copper and stones)

[] A Seafarers Child:Man has always been fascinated by the Sea, and its bounty, once your tribe had once mastered the great lake of Anima, you spread to the coast and then into the Seas themselves. No longer bound by the world beneath their feet. (Start with Advanced Navigation tools, and Boats, at least 10 of them)

[]The Child God's Wayfinder: It had come to your Sage's in a Dream, a Baby of an idea, a representation of possibility, they knew not what to make of it. But to follow the crys and prey to the little being inside of their mind that wants to awaken (You got a little spirit looking out for you, and it needs love and prayers to stay alive.)

[]Lord of Hope: You had been blessed with a great many things, a taller and stronger body, greater senses and feelings along with a dream of something resembling a stronger lifeforce, a longer lifespan perhaps, the oldest among the tribe is Forty? (Your tribe has an extended lifespan, are taller and stronger then average thanks to ...an incident in the ages past. This has made many enemies)

[]The Silverlights of the Starry Heavens: A Set of Silver Eyes grace your visage, a gift of unknown origin that has seen your tribe through the darkest of nights and Darkest of battles. It has been one of the finest gifts you have been given, and yet like things it comes with a price. (Silver Eyes, your tribe have a bunch of people with silver eyes and other people want them)

Curses:

[]The First Kinslayers: You've stained the Land and Slain your own Kin. This has stained your tribe forever, none will speak to you and may wish your tibe dead, all of them do, for a crime such as that cannot be forgiven. (You killed your kin, and now alot of people want to kill you horribly for it. Negotiating with people is a bit awkward if not dangerous.)

[]Cursed By Darkness and the Light: Your tribe once met two brothers and spurned them for rude and obstructive behavior, a sense of arrogance they possessed drove your tribe to cast them out. That was the final mistake your predecessor ever did as he was completely obliterated by the concept of Entropy and Life energy making him long for death so badly that he jumped into a volcano...you think he's finally dead.But the point stood that you antagonized something very powerful and they are out to get you. You think for amusement of some amount of slighted pride for not respecting the authority of guest rights, the host is the master of the hall not the guest. (You antagonized the Gods when they came to check on things and they want you to suffer for a thousand moons (At least 20 years), for a frankly petty reason, your sages even pointed out he was in the right and they didn't care, because you made them look bad...something about authority being challenged.)

[]Greed of the Undivided Sun: You made terrible mistakes, coveting another man's possessions, several times...it got to the point where the tribe was not welcome to the great gathering on fear of stealing everything not tied down,now that's ridiculous, we only steal from people we don't like. (Your tribe are known as bandits, thieves and brigands to even the most spread out of places, some details were messed up and they think your greedy grimm, or something dumb like that.)

[]The Beasts Folly: Maybe killing that Faunus Tribe was a bad idea, how were you supposed to know they were going to go to the ends of the earth and make sure your tribe was synonyms to monster in their kind...you only killed a lot of them shit. (You killed some faunus...okay you killed alot of Faunus, and now you are hated by them for fear that you will go after them, and if we were faunus...well they consider you cannibals.)

[]The Kinstrife of the First Sunrise: Your tribe has suffered a bit of bad luck as of late...and by bad luck you mean nearly annihilated by about 2 other greater tribes that wanted your land, food, children and daughters, you father objected to that...and much of your tribe went to make peace after winning a battle. That was the worse mistake they ever made as Three quarters of your tribe was murdered under a symbol of peace, and you were forced to flee with what remained of the tribe...never go to a peace deal without wearing armor. (You lost 3/4s of your population to a betrayal under a peace banner, and you have to deal with that mess now.)

[]The Evertide of Darkness: The Grimm really want to kill you, its like they love the taste of your blood and bones...this is awful...GO KILL SOMEONE ELSE YOU SOULLESS BASTARDS!! (The Grimm want to kill your tribe specifically, like they want you dead before something happens.)

AN: These are strange and unusual enjoy and plan format please.
 
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Character Creation Part 2: The Tale of Adverus and the Protector
Character Creation Part 2: The Tale of Adverus and the Protector

The Tribe of Adverus, led by the High Chieftain, came from the Tribal lands of Central Mistral near the great lake that was home to many tribes of Man that inhabited the world in its bounty.

The Days of the Great Lake were long, bountiful and filled with life and light, but we knew that our time in in that place was short for a great deal of reasons.

First you treated the Beastmen, these faunus as one of your own,and that was the first of many thing you did to make enemies.

They were people and had feelings and could support the tribe.

It was the first kindness, repaid with death and suffering.

Like all things it was first a boon that slowly went wrong.

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-[X]The Light of the Stars: The Starlight of the Heavens has always been your guide above, sometimes when the tribe sleeps they hear laughter and whispers of a better age, and a possibility of what could be. (Start with 2 Sage/Piety AP as you get some help from friendly ghosts that want to help you for a time)

When the voices first came, your sages called you mad, and the tribe attempted to ignore them and live their lives as best they could.

The world is a dark place and many considered it a curse upon us all.

But with the Wisdom of your sages, you learned to listen to them and find solace in their presence as you dream of good food and a hopeful tomorrow.

They taught you of a time when the gods walked alongside man, and when they spoke you listened.

And found peace in their words.

-[X]Children of the Broken Moon: When the Tribe was born it survived a great storm of stars in the valley of its creation, the star metal made the first weapons in Man's arsenal, you used them to fight the Grimm in the Battle of the Orange Meadows when Man finally told the Grimm that Extinction was no longer going to just happen in this day, they will fight long and forever against it. (You start with Iron weapons and the ability to make iron weapons from meteors and other exotic space metals. And yes, you use iron when some people still use copper and stones)

You followed a falling star a long time ago, and took the stones to a forge.

It was stronger then the Copper or stone tools.

Iron the voices said...it was a great boon to have.

-[X]The Child God's Wayfinder: It had come to your Sage's in a Dream, a Baby of an idea, a representation of possibility, they knew not what to make of it. But to follow the crys and prey to the little being inside of their mind that wants to awaken (You got a little spirit looking out for you, and it needs love and prayers to stay alive.)

In the First Days of your Exile...it came to you in a dream as you followed the setting sun.

It did not have a name, a body, all it was is the idea of what it could be.

You would name it...give it love and respect it, it was not only your protector it was your child and you would protect it from all darkness as it protects you.

No matter the cost..

-[X]Lord of Hope: You had been blessed with a great many things, a taller and stronger body, greater senses and feelings along with a dream of something resembling a stronger lifeforce, a longer lifespan perhaps, the oldest among the tribe is Forty? (Your tribe has an extended lifespan, are taller and stronger then average thanks to ...an incident in the ages past. This has made many enemies)

A long time ago...in a land far away, the founders of the Tribe had protected and nurtured a spirit without a name, a being of light and healing who had seen the light of good within your kind and gifted you life and strength to survive this world.

It is not said who this being was...but you will not forget the gift they gave to you.

But as time passed, the other tribes spread rumors and falsehoods against you claiming that you made a deal with something evil and dark.

Grimm Born, and Children of Demons they said...fearful of all the advantages you had.

Wanting in greed of your power...and your strength.

-[X]The Silverlights of the Starry Heavens: A Set of Silver Eyes grace your visage, a gift of unknown origin that has seen your tribe through the darkest of nights and Darkest of battles. It has been one of the finest gifts you have been given, and yet like things it comes with a price. (Silver Eyes, your tribe have a bunch of people with silver eyes and other people want them)

Silver Eyes, the eyes of Starlight, the Grimmsbane, these are names of the Warriors that wield their power to drive the grimm into stone.

But by becoming a predator of the very monsters that rule this world, you have invited Ruination upon you.

Enemies wish for your power , and you deny them that. You will always deny them.

-[X]The First Kinslayers: You've stained the Land and Slain your own Kin. This has stained your tribe forever, none will speak to you and may wish your tibe dead, all of them do, for a crime such as that cannot be forgiven. (You killed your kin, and now alot of people want to kill you horribly for it. Negotiating with people is a bit awkward if not dangerous.)

Clan Fall of the Northern Shores were evil, and well they stole your shit. Well not exactly but you really hated their attitude and the constant attempt to take your children to breed with them.

By logic of a union a decade ago, they were kin.

But fuck them they took your children away and took your daughters and sons as whores to breed a grand army.

You could not allow that to pass into reality.

So your father, the last High Chief, took action that sealed his fate and that of his tribe.

He murdered them, their leaders, warriors and their sages at a wedding he put on with their leaders to murder them and prevent this great crime and theft from continuing.

Not enough to say delete them from History, but enough to get the attention of everyone else and all the negative things that come with it.

-[X]Cursed By Darkness and the Light: Your tribe once met two brothers and spurned them for rude and obstructive behavior, a sense of arrogance they possessed drove your tribe to cast them out. That was the final mistake your predecessor ever did as he was completely obliterated by the concept of Entropy and Life energy making him long for death so badly that he jumped into a volcano...you think he's finally dead.But the point stood that you antagonized something very powerful and they are out to get you. You think for amusement of some amount of slighted pride for not respecting the authority of guest rights, the host is the master of the hall not the guest. (You antagonized the Gods when they came to check on things and they want you to suffer for a thousand moons (At least 20 years), for a frankly petty reason, your sages even pointed out he was in the right and they didn't care, because you made them look bad...something about authority being challenged.)

But that was the first of several decisions that your predecessor made in the last ten or so years that put you on the path to were you are now.

It was in fact the start of the long decline of your time in your homeland. You antagonized two gods.

YOU WERE IN THE RIGHT DAMN IT!! Those prideful bastards demanded more than your tribe could safely give, it was before winter, they wanted to eat the winter stores.

Father called them greedy and arrogant for wanting more than a man can safely give when a people is on the line in the winter months.

They demanded more and more. So he casted them out into the autumn night.

The Divine Wrath vested upon the tribe in the night was the forebearer of much of the tragedy that would long suffer with the tribe.

They wanted to destroy you...to ruin your people for denying them out of simple sense.

If these were the gods that made this world, they don't deserve to be gods at all.

You would deny them the pleasure of your people's death. That would be a certainty.

-[X]Greed of the Undivided Sun: You made terrible mistakes, coveting another man's possessions, several times...it got to the point where the tribe was not welcome to the great gathering on fear of stealing everything not tied down,now that's ridiculous, we only steal from people we don't like. (Your tribe are known as bandits, thieves and brigands to even the most spread out of places, some details were messed up and they think your greedy grimm, or something dumb like that.)

What treasure did your people steal? A grand set of jewels, a crown of gold and silver, the daughter of a Chief.

The Treasure was the Children that were taken from you.

In the Time before your great flight from the Tribes of Faunus and Man, your children were taken by hundreds of tribes, more of your children were taken as objects to be fought over to breed for their abilities and lifespan, as if to prove who's tribe was the strongest with more of the children they had.

You took them all back...all the unnumbered hundreds of them from every tribe and clan on the continent.

Grimm take them, it was glorious, but such a theft would leave a dark stain upon the reputation of your people for a time.

It was a reclamation. But they would see it as a stealing of something that was rightfully theirs.

You cannot understand, they did not birth, raise and love them, they saw only the power they could gain from the Seed and womb.

They were disgusting...and drove you to act.

-[X]The Kinstrife of the First Sunrise: Your tribe has suffered a bit of bad luck as of late...and by bad luck you mean nearly annihilated by about 2 other greater tribes that wanted your land, food, children and daughters, you father objected to that...and much of your tribe went to make peace after winning a battle. That was the worse mistake they ever made as Three quarters of your tribe was murdered under a symbol of peace, and you were forced to flee with what remained of the tribe...never go to a peace deal without wearing armor. (You lost 3/4s of your population to a betrayal under a peace banner, and you have to deal with that mess now.)

And yet your Father still wanted peace.

He went to them under the banner of peace and demanded the taking of his children stop forever,he thought his army and sages and the laws of Guest Rights would protect them as his demands stated.

The tribes did come, ate his bread and salt, swore to do now harm against him.

And then they attacked and murdered nearly everyone .

It was not unbecoming of them after what you did to clan Fall, but it was still a bit harsh.

But even the women? Cold and Dark.

-[X]The Evertide of Darkness: The Grimm really want to kill you, its like they love the taste of your blood and bones...this is awful...GO KILL SOMEONE ELSE YOU SOULLESS BASTARDS!! (The Grimm want to kill your tribe specifically, like they want you dead before something happens.)

The Dark cloud over your tribe is a sign of endured misery.

Endured Misery brings resilience...but it also brings the Grimm, they hunt relentlessly for such a trait.

They seek you out to destroy your guarded heart.

They will not find this task easy.

-[X]The Nest of the Dark Lands, a Fertile Region between two vastly different places on the same continent, it was still, as if something terrifying existed just beyond the mountains. (The Dark Continent)

When you came to this green place you were tired, exhausted for crossing the sea in boats meant for a lake.

It destroyed them and you lost much in the ways of your supplies to rebuild, it was a harsh punishment.

But you would endure...as you always did.

----------------------------------------------------------

Yet you did not come into this hell alone. You carried your doom with you...but you carried something with you.

An entity that protected you...in these dark times.

What was its name?:

[]Write in Name.

What does it look Like?:

[]Image of the

What was its gender:

[]Male

[]Female

What is the Domain that it Rules:
(You may write in 3 Domains or aspects that it rules)

[]Write in

What is its Tale? (Mythological reasons to Follow a damned kind into certain hell, when there are a dozen stronger tribes.)

[]Write in a tale of the Unborn god.

AN:Oh yeah...you didn't think being the Remnant Equivalent of the Dunedain would not lead to consequences yeah all of that is somewhat true and all of it is terrifying.
 
Omake Writing Prompts
Omake Writing Prompts

A Curse of Common Sense:When the Brothers came into the Camp of the Tribe, they demanded more then they deserve and asked to have more food then they could demand, the High Chieftain said NO. (Write of the Tribes encounter with the Two Brothers and the reasoned arguments made by the Sages and the Chieftain and the reaction from the gods.)

The Curse of A Open Heart: The Adverus were known for their open hearts and powerful bodies, they always choose peace over war, and the tribes knew of their kindness and formidability, so a plot was hatched. (The Adverus once had a reputation for kindness and helpfulness. Write of the Plot that destroyed it, and what the tribe once was.)

The Adverus and the Fall: It was a harsh day when you went to kill the Clan Fall, because they took your children. And said that you were now kin, Never gonna happen you orange eyed bastards. (Tell the tale of the Kinslaying and the profound effects it had on your tribe.)

The Horror of a Red Stained Banner: The High chieftain gasped as he pulled the dagger out of his heart, how had peace and guest rights come to this!? Were the other tribes so ingrained in their jealousy and envy that they would resort to treachery to get what they want? (The Kinstrife and the death of your kinsmen, told through the final hours of your previous High Chieftain.)

The Theft of the Nine Hundred: While your tribe died...a treacherous death, your kinsmen and yourself, worked to reclaim your children from the Tribes that had taken them, while your past died in treachery, you reclaimed the future at last. (The Reclamation of your children told through the Son of the Chieftain.)

The Gift from Fallen Stars: In spite of everything you were not without your gifts, the boons that made you hopeful for tomorrow. The Heavens gave you metals and your forgers made them weapons and tools. (The Iron tools of your kin, forged from metal from the stars.)

AN:The first of many prompts.
 
Turn 1: Arrival and the Protectors Fate (3000 BGW)
Turn 1: Arrival and the Protectors Fate (3000 BGW)

Beholden, the Lord of the Bonds, Protection and Life stand among the harrowed and desolate tribe as the protecting and guiding light.

There is nothing stronger than the desire to protect the ones you care about's lives. Not just their continued existence, no, but their ability to thrive. To live, unchained by those who would wish to harm them, to push them down. When others would harm those you care about, you would strike back with the fury of a thousand angry protectors. No, you cannot have our children. No, you will not defile them for your own benefit. No, we will not hesitate to stain ourselves for the sake of our loved ones. To bond with someone is to care, and to care is to protect. If we must stain our reputation to protect them, then so be it. Every life is equal, but that matters not when you threaten the lives of our own. If we must slay our kin to preserve the lives of those we care about, then so be it. But we want not the needless waste of life, for it is a precious thing.

But when we laid down our blades for peace, you came back for vengeance. Understandable, even respectable. However you went beyond righteous retribution, and struck down even those who raised no blade against you. So, outnumbered and crippled, we fled. We fled from you and the Grimm who followed. Misery desires company, and we had plenty of that in the long days and nights that passed as we journeyed far, far, far away. To a place where we could protect those we cared about, and they could live their lives unhindered by the demons of our past and present. There is a saying that "Life finds a way" and by Sanctuary we will. We are the gestalt born of the desire to protect our children and loved ones lives. We are the gestalt that was forged into something more by the pain suffered and the blows dealt to the Adverus. We are the Adverus tribe and what they felt, but we are also us.

We are your Sanctuary, and we will make sure you suffer no more.

Do not despair children of Adverse, this night will be long BUT DAY SHALL COME AGAIN!


-------------------------------------

You looked out to the dark night that was the coast of Anima and nodded to the Traveler that had been found in the woods days after you had recovered your children, "Sanctuary...sit a moment and rest, you have done a great deal for us in the short time."

The Child pouted as you sat her down in front of the fire. "I need to do more...I have to do more, we won't have any more -"

You nodded and looked at her. "There will be time enough to grieve and bring justice in this world but we are not in a position to strike again,now if you want to help me...how about you help plan the assault on that city with ships. We'll be needing them for where we are going."

"Do you have any idea where we will be going? Once we get the ships at all, that is an earthen hillfort with a stone foundation and, your going to breach it, slaughter those who get in the way, and sail to where exactly?" She said.

"No idea, follow the bleeding stars. And see where it takes us." You said.

"Have you ever discovered Stellar Navigation?" Sanctuary said.

"I know where the North Star is and how to judge wind direction based on my experience on fishing in the Great Lake." You said.

"Oh...so your not utterly helpless when it comes to sailing, maybe we all won't die tragically."

--------------------------------------------------------

You looked back at the three burning cities as you looked at the large amount of ships and boats that were following you.

"I think that went rather well." You said.

"Ohh...what kind of tribe are you people?" The Spirit said.

"A desperate one...we are going to find a new land and greener pastures, hopefully with no grimm." You said.

"A Childish fantasy...you just murdered Three cities for boats to leave the continent, to go to a land that can and will try to kill you...are you alright?" The Spirit asked.

"Never better, now lets just develop and regain our strength. And maybe get you a shrine or something." You said.

"I'd like that...I'd like that alot." The Spirit deadpanned.
--------------------------------------------------------------------

Disastrous Arrival??:1D100 => 76

Well as it turns out it wasn't a complete disaster...you only lost a few of the ships, mostly due to being blown away from the main group...but we were close to land when that happened...maybe you can find them later.

Well you weren't dead , and killed a few of those fish...grimm things.

Sea Monsters, you dealt with Seamonsters.

--------------------------------------------------

You have 4 Free AP

-------------------------------------

Diplomacy: Well, we made it!! Now where the hell is everyone?!
(You have 1 Diplomacy AP)

[]Headcounts...HEADCOUNTS: Alright you need a Headcount, who's not dead? AP Needed:1 Success Needed: 1 DC:70 Effect: You get a population Headcount and figure out what you have to work with.

[]Location Scouting and Settlement Setting:You better look out for a fine spot to settle, because it won't pop out without effort. DC:??? AP Needed:1 Success Needed: 1 Effect: You go scouting for a settlement location that won't leave you in the open to attack from Grimm.

[]Compose Event to Oral Memory:You must remember the gread deed and tragedy that befell you and your tribe. DC: 10 AP Needed:1 Success Needed: 1 Effect: You remember the tragedy and triumph of the Exodus

[]Is anyone Out There?: There must Be other tribes in this place, you just know it...and better you find them, then they find you. DC:??? AP Needed:1 Success Needed: 1 Effect: You send a formal emissary to negotiate with a tribe...if they exist here.

[]Remembrance:You must remember the fallen kin whose lives were taken by the Cruel world. DC: 10 AP Needed:1 Success Needed: 1

----------------------------------------

Martial: You must see to the Settlement's Defence...someone has to?
(You have 1 Military AP)

[]What Remains?:What do you have in the ways of a military population, the ones who can fight. DC: 40 AP Needed:1 Success Needed: 1 Effect:You get a headcount for your army and see if you can do something about it.

[]A Force of Arms?: Please tell me we have some reserves of Iron weaponry and a small amount of Iron to USE!! DC: 30 AP Needed:1 Success Needed: 1 Effect: You see if there is anything you can make into a stockpile of weapons.

[]The Hunt is Afoot: A Hunt must be called, to bring food and wild grains to us...and see if anything is edible that won't kill us. DC:60 AP Needed:1 Success Needed: 1 Effect: Go hunting and get food, Gain 1 Free AP.

[]Battle the Grimmtide: The Grimm will come soon, you must preempt them in that endeavor and hunt THEM for a change!! DC: 80 AP Needed:1 Success Needed: 1 Effect: Hunt the Grimm, lower Grimm Attack Roll by -20.

----------------------------------------------

Stewardship: You must see to the Tribes wealth.
(You have 1 Steward AP)

[]Dismantle the Ships: While they served you well in getting here...that timber is better used in the earthen walls and strong doors then just floating in the water. DC: 5 AP Needed:1 Success Needed: 1 Effect: Gain +6 Free AP, lose Ships until you reinvent shipbuilding.

[]All that Glitter?:You must gather what wealth remains, from the tribe, to secure it in a stronger location, and help build the new home. DC:50 AP Needed:1 Success Needed: 1 Effecct: Gain +1 to 3 Free AP from the tribes Personal wealth.

[]Gather Resources: There must be material to use in this place to build and grow your home. DC:60 AP Needed:1 Success Needed: 1 Effect: Gain 1 free AP from hunter gathering.

[]The Stolen Prides: Ahh the Ships...lets see if those have anything valuable in them at all. DC:10/50/90% AP Needed:1 Success Needed: 1 Effect: Loot the Ships for valuables without destroying them, +3 Free AP.

[]Latch the Trades: You think that's a trade wind, and when there are trade winds,there is a Trade route...is that how it works? DC:??? AP Needed:1 Success Needed: 1 Effect: Find the holy trad node and get involved in that Maritime trading hub (Requires boats to do)

----------------------------------------

Intrigue: A Forgine Land, possibly with Forgine gods...and Grimm. Great.
(You have 2 Intrigue AP)

[]Finding the Course: Alright..better find them and make sure they aren't dead, because if they are YOU'LL kill them again!! DC:75% AP Needed:1 Success Needed: 1 Effect: Go find your lost Kin before they get themselves killed.

[]Real Estate? There must be neighbors?:You know deep in your heart that Someone is already here...lets get this over with and find them already. DC:??? AP Needed:1 Success Needed: 1 Effect: Find out if people live here...before they find out about you.

[]Securing the Eyes of the Coast:You can watch for things that pass by, and maybe get some news. DC:75 AP Needed:1 Success Needed: 2 Effect: You get the LOCAL Rumor mill, as you yell at the passing boats for NEWS...is that how it works.

----------------------------------------------------------------

Learning: You must learn of the world again.
(You have1 Learning AP)

[]A Pen to Paper?: You are thinking of not only talking about things but making something a bit more...permanent, but how...but how!! You need an answer for this. DC:50 AP Needed:1 Success Needed: 20 Effect: Invent writing, gain the ability to do cool things like make physical lists and that other cool shit.

[]The Earth's Bounty: Life comes from the earth, and when the metal comes from the stars it embeds into the earth, could the Earth itself not house this gift, how do we harness it? DC: 60 AP Needed:1 Success Needed: 10 Reward: Invent Mining and Farming at the same time...not irrigation though that's an action later..

[]To Shape Stone:You think stones can be shaped into many useful shapes and bound together...the only question is how? DC: 70 AP Needed:1 Success Needed: 8 Effect: Discover stone masonry, unlock new things and maybe just maybe learn enough to do something cool.

[]A Rolling Stone?: Hmm, a shape that can move when pushed...how interesting, tell me more? DC:70 AP Needed:1 Success Needed: 5 Effect: Invent the Wheel.

------------------------------

Piety: You must honor your new protector...in the best way you can.
(You have 2 Sage AP)

[]Honor the Goddess: You must give praise to Sanctuary for not getting you killed this year, YAY!! AP Needed:1 Success Needed: 1 Effect: Praise your goddess.

[]Make a Shrine: Something a bit more permanent , to give her a home of sorts, we'll sort out something nicer later. AP Needed:1 Success Needed:5 Effect: Build a Shrine for your protector.

[]Debate the Sages: You think the sages are wrong about something and you wish to debate them formally on the nature of the situation. DC:15 AP Needed:1 Success Needed:20 Effect: Bother the sages long enough to invent organized religion.

[]The Nature of a Man?: "What is the Nature of a man...what resides within to drive them to great and terrible things?" A Curious question...one that has puzzled your tribe for generations.DC:80 AP Needed:1 Success Needed: 25 Effect: "What do all men have, yet cannot see, save for one place."

AN: Enjoy plan format and make Omakes.
 
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Canon Omake NEGAVERSE by karloss99
Negaverse?

QM: Alright. New turn, new options. But first, Event roll. *hidden QM roll*
NP1: Be something good, be something good.
NP2: Just watch us get another Starfall. We still haven't fully rebuilt from that.
NP1: Oh come on! It won't be that bad.
QM: Oh dear.
NP3: You Had to say it.
NP1 Sorry.
QM: Alright, I need a roll for Settlement Defense.
NP2: Defense? Which one?
QM: All of them.
NP3: You had to say it.
NP1: I said sorry. Anyway, Roll for Faenoria : (61+5+15=81)
NP3: Nice. You might be forgiven yet. Roll for Golgotha : (36+5+10=51)
NP4: Meh, we can rebuild that. Roll for Luna Firma : (1+5+5=11)
NP4: Whelp.
NP3: Ah fuck. RIP.
NP1: Oh Come On! Damn.
QM: Alright... *hidden QM roll* Oh.
NP1: What?
NP3: You had to say it.
QM: You all failed. Badly.
NP1: Wait, what? An 81 failed?
QM: They had a Lot of bonuses. And for the record, I told you it was a bad idea.
NP2: Wait, those Fucking nomads!? What!?
NP3: Right, so we lost. To fucking bullshit OP Nomads. What did they loot?
QM: Give me a moment... *hidden QM roll* Ah.
NP1: Ah?
QM: Everything.
NP4: Come again?
QM: They rolled a critical on the Looting table. They took everything. I... Will need some time to deal with the population and damage tables... It's not looking good.
NP3: You had to SAY IT!
NP1: I SAID I WAS SORRY!
 
Turn 1 (3000 BGW) Results
Turn 1 (3000 BGW) Results

Diplomacy: Well, we made it!! Now where the hell is everyone?!

Headcounts...HEADCOUNTS: Alright you need a Headcount, who's not dead? AP Needed:1 Success Needed: 1 DC:70 Effect: You get a population Headcount and figure out what you have to work with.

DC:70 Rolled:1D100 => 89-15=74

"Alright everyone we are having a headcount to see who's left after all of this madness." You said calmly as everyone was sitting by the fire.

5,000 that was all that remained that were not lost in this land.

5,000 of a tribe that spanned to 25,000 strong.

This was a tragedy and all must feel the pain of this mess.

Reward: You have 5,000 people...out of 25,000. Not counting the ones that were not with you at this time.

Compose Event to Oral Memory:You must remember the gread deed and tragedy that befell you and your tribe. DC: 10 AP Needed:1 Success Needed: 1 Effect: You remember the tragedy and triumph of the Exodus

DC:10 Rolled:1D100 => 30-15=15

There was no glory on this day...no song of victory and flight from your home.

The Carnage you caused...was a dark cloud over your people.

The Night of Unmourned Cities...was what you called it...no one mourned your kind.

Your people left nothing for them to mourn in response.

Reward: The Night of Unmourned Cities that was what you called that tragedy for what it was...it was a hollow, and mournful moment, like the spirits of the kin you left alone.

Remembrance:You must remember the fallen kin whose lives were taken by the Cruel world. DC: 10 AP Needed:1 Success Needed: 1

DC:10 Rolled:1D100 => 19-15=4

"No…"You said.

Sanctuary sighed. "Believing that they are still alive will make the pain even worse when you find the truth."

"I DON'T CARE!!" You were crying. "ITS NOT FAIR!! I Can't bury my family...NOT AGAIN!!"

"If you don't let go...You don't know what you will unleash, what the Grimm will do to you if you let them in…" Sanctuary then felt the creek of shadow in the air.

"We've unleashed something terrible haven't we? What is it?" You said in terror as the land itself trembled.

Sanctuary took you into her lap as she said an unrecognizable phrase as she sang a song of comfort. "Your grief has taken form...the land itself hears your despair and has given it shape."

You nodded and looked north. "What is it?"

"Ancalagon…" She said as you felt the fear in her silver eyes. "A tribe whose grief has given the GRIMM Itself form…"

Failure...The Tribe's grief has taken physical form. A Great and powerful winged beast who's size could cast shadows over mountains and level continents with ease.AKA a Grimm straight out of the First Age, you are going to have to KILL IT!

Martial: You must see to the Settlement's Defence...someone has to?

What Remains?:What do you have in the ways of a military population, the ones who can fight. DC: 40 AP Needed:1 Success Needed: 1 Effect:You get a headcount for your army and see if you can do something about it.

DC: 40 Rolled:1D100 => 99

As it turns out a majority of the Military remained with all their equipment.

Veterans of entire assaults of grimm and the War of Exodus.

And they were ALL YOURS!!

Reward: 3,000 Veteran Warriors. With fully kitted Iron weapons.

Stewardship: You must see to the Tribes wealth.

All that Glitter?:You must gather what wealth remains, from the tribe, to secure it in a stronger location, and help build the new home. DC:50 AP Needed:1 Success Needed: 1 Effect: Gain +1 to 3 Free AP from the tribes Personal wealth.

DC: 50 Rolled:1D100 => 86

Well everyone pitched in and that meant everyone...even the cooks, women and gatherers. It was not that hard for them...they were just things after all, they could be replaced.

Your lives could not…

Reward: Gain 2 Free AP Next turn.

Gather Resources: There must be material to use in this place to build and grow your home. DC:60 AP Needed:1 Success Needed: 1 Effect: Gain 1 free AP from hunter gathering.

DC:60 Rolled:1D100 => 11

No one...really felt like going out to gather.

You didn't blame them, you didn't even have a wall to defend yourself.

Failure: No one went out.

The Stolen Prides: Ahh the Ships...lets see if those have anything valuable in them at all. DC:10/50/90% AP Needed:1 Success Needed: 1 Effect: Loot the Ships for valuables without destroying them, +3 Free AP.

DC:10/50/90 Rolled:1D100 => 80

Well, at least there was food and beer left over from the voyage, along with ALL the loot you stole from those poor cities!!

Reward: +3 Free AP.

Intrigue: A Forgine Land, possibly with Forgine gods...and Grimm. Great.

Finding the Course: Alright..better find them and make sure they aren't dead, because if they are YOU'LL kill them again!! DC:75% AP Needed:1 Success Needed: 1 Effect: Go find your lost Kin before they get themselves killed.- Let's go find our lost children.

DC: 75 Rolled:1D100 => 94+10=104

"Where were you!!" You said to your brother in law.

"Got lost, found some loot, you are not going to BELIEVE what we found last week!!" He said. "IT WAS GREAT!!"

It sounded like quite the tale.

(Continued in The Lonely Mountain Hall)

Securing the Eyes of the Coast:You can watch for things that pass by, and maybe get some news. DC:75 AP Needed:1 Success Needed: 2 Effect: You get the LOCAL Rumor mill, as you yell at the passing boats for NEWS...is that how it works.- Or we could yell at boats to get an idea of where to yell at to find our neighbors first.

DC:75 Rolled:1D100 => 41+10=51

Curses..you couldn't find the dreaded shit.

Failure.

Learning: You must learn of the world again.

A Pen to Paper?: You are thinking of not only talking about things but making something a bit more...permanent, but how...but how!! You need an answer for this. DC:50 AP Needed:1 Success Needed: 20 Effect: Invent writing, gain the ability to do cool things like make physical lists and that other cool shit.

DC:50 Rolled:1D100 => 20

You were too busy inventing basic counting and resource management.

Failure by not writing it down.

Piety: You must honor your new protector...in the best way you can.

Honor the Goddess: You must give praise to Sanctuary for not getting you killed this year, YAY!! AP Needed:1 Success Needed: 1 Effect: Praise your goddess.

DC:10 Rolled:1D100 => 13

"It's a Rock?" Sanctuary said.

"It's your shiny rock." You said.

She nodded, knowing that your tribe really couldn't do much given the situation besides learning from her and surviving the world they lived in.

It was a simple gesture like this that meant the world to her.

Reward: You honored her in your tribe's own strange way GIVING HER A SHINY ROCK.

Make a Shrine: Something a bit more permanent , to give her a home of sorts, we'll sort out something nicer later. AP Needed:1 Success Needed:5 Effect: Build a Shrine for your protector.

DC:45 Rolled:1D100 => 30

"We can't…" You said.

"Its alright." She said

Failure...she understands.

Tribe vs Grimm Attack: 1D100 => 71+5=76 vs1D100 => 11+20=31

The Attack came and you answered with Iron and vengeance.

Reward: Grimm Attack Repelled.

Disaster Roll:1D100 => 1+20=21

The Land was quiet, plentiful.

It disterbed you greatly.

Reward: A plentiful amount of resources.

================================

Tribe Population Growth Roll:1D100 => 74 (You have some new kin born into this new world.)

Population Growth:1D500 => 488

The Tribe grew inspite of or perhaps because of your grief.

Misery loves company.

AN: Quite a Turn. I mean, your tribe is a bunch of MADLADS!!
 
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From Nature’s Hight: A Mistral Civ quest Negaverse Turn 5 (3000 BGW)
From Nature's Hight: A Mistral Civ quest Negaverse Turn 5 (3000 BGW)

AN: HOLY SHIT YOU ARE NOT GOING TO BELIEVE what went down with your trade partners.

(The King of Mistral POV)

You looked at the Messenger. "They did what?"

The Messenger was in sheer terror. "GONE!! Its ALL GONE!! THEY TURNED the THREE LIGHTS TO ASH!!"

Well, with your biggest rivals out of the way, things seem open to possibility.

Oh...the great possibility.

You had work to do...this was a ONCE IN A LIFETIME OPPORTUNITY!!

Diplomacy: You are the future of Man's survival...you shall see too it.

[]Claiming the Tribes Above: Your subjugation of the Lowland tribes has left you with a need, a need for allies, supporters and above all, manpower and alliances. DC:70 Successes Needed: 1 Effect: You find allies in the highland near the valles. Perhaps you can find a promising commander.

DC: 70 Rolled: 89

"Chieftain Branwen...I've heard a great deal about you...for a bandit." You said as the black haired, red eyed man.

"And I have heard of you good things...for a fat, city dwelling noble." He said.

"I built that city...with my own two hands...and it will stand for a thousand years...what do you have nothing...no cause, no honor and certainly ...no future, you could not hope to beat my armies in the field and I cannot hope to kill you all...so I have a deal." You said.

"A deal...why would you..the noble King of Mistral have to offer?" He said.

"Your life and those of your tribe....in exchange for your loyalty...you crave power, but lack the strength to do so...join me...and you will never have to fear the grimm again." You said.
"Even you can see the appeal of that."

He apparently did, and kissed your feet, swearing loyalty at your show of personality and force.

You picked him up off the ground. "Stand tall this is a new day."

Reward: Loyalty of the Branwen Tribe Secured. +1000 veteran raiders, Gain General Corvos Branwen.

Martial: You shall find tools, and make them to even the Odds against the darkness.

[]Opportunity Abound: With your Rivals in Chaos...its Free Real Estate...seize their lands, titles, power and the Eastern Shores. DC:50 Successes Needed: 3 Effect: You size the Lands of the Eastern Shore.

DC: 50 Roll 1:25 Roll 2:75 Roll 3:100

Faenoria, was as always a tough nut to crack with a still formidable , but ruined. You left them to die a slow death as the chaos would make them see reason.

Golgotha opened the gates and requested to be supported as a puppet city...not what you wanted, but they would do.

Luna Firma...was empty...very empty.

"What the Hell happened? You asked Corvus as he came back from the scouting of the ruined city.

"It appears everyone's dead...all the valuables stripped from the land itself. Nothing remains but the ash and the grimm. The Walls were torn asunder by human hands...in a single night" He said.

"But its still good right?" You said.

"Oh absolutely give it some time and we'll have this place back together under our flag in no time." He said. "This was no simple attack..Man did this...A tribe of great strength and skill. The likes of witch we have never seen before." He was in awe at the carnage.

Reward: 2 out of 3 cities conquered, a disturbing battle took place over this land, by an armed and well motivated horde, a well armed tribe called Adverse.

Troubling...

Stewardship: Ahh, the concept of trade is great…

[]Mint coinage: It's time to invent currency.AP Needed: 1 DC: 30 Successes needed:6 Effect: MONEY!!

DC:30 Rolled: 50 (THE 4th SUCCESS)

"Sir...Iron or Gold?" The Steward said.

"Gold" You said.

Reward: You are on Gold coinage.

Intrigue: You need eyes in the world.

[]Search for the Mystery: This Tribe, Adverse, needs to be found, if only so they can be recruited later. AP Needed: 1 DC:??? Successes Needed: 1 Effect: You find this mystery tribe.

DC: 90 Rolled: 1

Its as if they disappeared off the face of the Earth...troubling...very troubling...and terrifying.

Extreme failure: You cannot find them, at all, and the tribe's shadow will cast a specture over this land for generations to come.

Reward: Gain Paranoid Leadership: They are out there...watching planning, learning!! (+5 to Intrigue, -5 to Diplomacy for 3 turns, 60 years)

Learning: Lore and Writing..the glory.

No actions this turn.

Piety: Praise the Brother's

[]Purge the Spirits: THE BROTHERS TELL US THAT NO SPIRIT IS ALLOWED TO LIVE IN THEIR WORLD!! FOR THE GODS AND BLESSINGS! AP Needed: 1 Successes needed:3 DC: 60 Effect: You kill the newborn gods, spirits and monsters that pollute this world in the name of the Two BROTHERS!!

DC: 60 Roll 1:70 Roll 2:98 Roll 3:57

(The Speaker POV)

The First Spirit to fall, was a lord by the Name of Lucifer the lord of defiance, his tribe had made him a paragon of Choice and Fate.

He burned with the rest of his tribe who refused to see the wisdom of the brother's. The Fires did not care if he chose to die with them.

The Second Spirit was Woden, a old tribal spirit of wisdom, he did not scream as you burned his tribe to ash and died with dignity.

The Final spirit eluded you a nameless one...not quite a spirit or meaning, but an idea...a newborn thing born from man's mind to give form…

It followed the Adverse and then in the grasp of defeat it disappeared, along with the tribe it protected...ever vigilant.

A Sanctuary of sorts...they were all they had.

No matter, one day all shall see the wisdom of the Brother's or be destroyed.

Reward:2 out of Three spirits destroyed. One of them escapes with its tribe to a land unknown

AN: Good and bad all around.

Tag me with your Negaverse comments.

This is what I am looking for...

Specific Elf said:
Specific Elf: Well...everything went well...but I am nervous on how were becoming a raving fanatic to the two brothers, I mean they DID destroy all mankind before, and aren't afraid to do it again, and they are completely blue-orange mentality towards us...we might have wanted to actually think about having those spirits like i told you guys, but nope.

Also...I think I might know what happened to those three cities...bloody hell, what disadvantages did we get again people? Because if they are who I think they may be (Due to the QM loving Lord of the Rings and making allot of specifications to it), then we MIGHT be in trouble down the line...

Just as long as they don't get a super-island and become essentially masters of the seas and with steel-bows...

Annatar said:
Don't be paranoid Specific Elf, the Adverse tribe probably just critted to gain some temporary aura users they will be no threat to us in the future.

The QM may love the Lord of the Rings but due to the era we picked Melkor Salem is not acting so we don't have to worry about any real dangerous nation destroying grimm. Just imagine how bad it would be if Ancalagon was around.

Skarlfong said:
Skarlfong said:
Dammit, Annatar, haven't you learned anything from all the other quests on the site!?!?!?!? Now the Dice Gods are gonna have the scaly sonovab#tch spawn from the collective feaces of the Adversus tribe or something.
 
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